Function Definition

Specifies the internal format of the data in the store belonging to buffer.

buffer

Specifies the name of the buffer object whose storage to attach to the active buffer texture.

Description

glTexBuffer attaches the storage for the buffer object named buffer to the active buffer texture, and specifies the internal format for the texel array found in the attached buffer object. If buffer is zero, any buffer object attached to the buffer texture is detached and no new buffer object is attached. If buffer is non-zero, it must be the name of an existing buffer object. target must be GL_TEXTURE_BUFFER​. internalformat specifies the storage format, and must be one of the following sized internal formats:

Component

Sized Internal Format

Base Type

Components

Norm

0

1

2

3

GL_R8​

ubyte

1

YES

R

0

0

1

GL_R16​

ushort

1

YES

R

0

0

1

GL_R16F​

half

1

NO

R

0

0

1

GL_R32F​

float

1

NO

R

0

0

1

GL_R8I​

byte

1

NO

R

0

0

1

GL_R16I​

short

1

NO

R

0

0

1

GL_R32I​

int

1

NO

R

0

0

1

GL_R8UI​

ubyte

1

NO

R

0

0

1

GL_R16UI​

ushort

1

NO

R

0

0

1

GL_R32UI​

uint

1

NO

R

0

0

1

GL_RG8​

ubyte

2

YES

R

G

0

1

GL_RG16​

ushort

2

YES

R

G

0

1

GL_RG16F​

half

2

NO

R

G

0

1

GL_RG32F​

float

2

NO

R

G

0

1

GL_RG8I​

byte

2

NO

R

G

0

1

GL_RG16I​

short

2

NO

R

G

0

1

GL_RG32I​

int

2

NO

R

G

0

1

GL_RG8UI​

ubyte

2

NO

R

G

0

1

GL_RG16UI​

ushort

2

NO

R

G

0

1

GL_RG32UI​

uint

2

NO

R

G

0

1

GL_RGB32F​

float

3

NO

R

G

B

1

GL_RGB32I​

int

3

NO

R

G

B

1

GL_RGB32UI​

uint

3

NO

R

G

B

1

GL_RGBA8​

uint

4

YES

R

G

B

A

GL_RGBA16​

short

4

YES

R

G

B

A

GL_RGBA16F​

half

4

NO

R

G

B

A

GL_RGBA32F​

float

4

NO

R

G

B

A

GL_RGBA8I​

byte

4

NO

R

G

B

A

GL_RGBA16I​

short

4

NO

R

G

B

A

GL_RGBA32I​

int

4

NO

R

G

B

A

GL_RGBA8UI​

ubyte

4

NO

R

G

B

A

GL_RGBA16UI​

ushort

4

NO

R

G

B

A

GL_RGBA32UI​

uint

4

NO

R

G

B

A

When a buffer object is attached to a buffer texture, the buffer object's data store is taken as the texture's texel array. The number of texels in the buffer texture's texel array is given by:

where buffer_size is the size of the buffer object, in basic machine units and components and base type are the element count and base data type for elements, as specified in the table above. The number of texels in the texel array is then clamped to the implementation-dependent limit GL_MAX_TEXTURE_BUFFER_SIZE​. When a buffer texture is accessed in a shader, the results of a texel fetch are undefined if the specified texel coordinate is negative, or greater than or equal to the clamped number of texels in the texel array.

Errors

GL_INVALID_ENUM​ is generated if target is not GL_TEXTURE_BUFFER​.

GL_INVALID_ENUM​ is generated if internalFormat is not one of the accepted tokens.

GL_INVALID_OPERATION​ is generated if buffer is not zero or the name of an existing buffer object.